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2026-05-31 21:57:50 -05:00

998 lines
34 KiB
C++

#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <stddef.h>
#include <string.h>
#include <sys/time.h>
#include <unistd.h>
#include <pthread.h>
#include "../src/libsm64.h"
extern "C"
{
#define SDL_MAIN_HANDLED
#include "level.h"
#include "context.h"
#include "renderer.h"
#include "gl33core/gl33core_renderer.h"
#include "gl20/gl20_renderer.h"
}
#include "imgui/imgui.h"
#include "imgui/backends/imgui_impl_sdl2.h"
#include "imgui/backends/imgui_impl_opengl3.h"
#include "audio.h"
#include "sm64.h"
#include "../src/decomp/include/types.h"
struct FlagEntry
{
uint32_t bit;
const char *name;
};
static const FlagEntry sMarioFlags[] = {
{MARIO_NORMAL_CAP, "MARIO_NORMAL_CAP"},
{MARIO_VANISH_CAP, "MARIO_VANISH_CAP"},
{MARIO_METAL_CAP, "MARIO_METAL_CAP"},
{MARIO_WING_CAP, "MARIO_WING_CAP"},
{MARIO_CAP_ON_HEAD, "MARIO_CAP_ON_HEAD"},
{MARIO_CAP_IN_HAND, "MARIO_CAP_IN_HAND"},
{MARIO_METAL_SHOCK, "MARIO_METAL_SHOCK"},
{MARIO_TELEPORTING, "MARIO_TELEPORTING"},
{MARIO_UNKNOWN_08, "MARIO_UNKNOWN_08"},
{MARIO_UNKNOWN_13, "MARIO_UNKNOWN_13"},
{MARIO_ACTION_SOUND_PLAYED, "MARIO_ACTION_SOUND_PLAYED"},
{MARIO_MARIO_SOUND_PLAYED, "MARIO_MARIO_SOUND_PLAYED"},
{MARIO_UNKNOWN_18, "MARIO_UNKNOWN_18"},
{MARIO_PUNCHING, "MARIO_PUNCHING"},
{MARIO_KICKING, "MARIO_KICKING"},
{MARIO_TRIPPING, "MARIO_TRIPPING"},
{MARIO_UNKNOWN_25, "MARIO_UNKNOWN_25"},
{MARIO_UNKNOWN_30, "MARIO_UNKNOWN_30"},
{MARIO_UNKNOWN_31, "MARIO_UNKNOWN_31"},
};
static const FlagEntry sParticleFlags[] = {
{PARTICLE_DUST, "PARTICLE_DUST"},
{PARTICLE_VERTICAL_STAR, "PARTICLE_VERTICAL_STAR"},
{PARTICLE_2, "PARTICLE_2"},
{PARTICLE_SPARKLES, "PARTICLE_SPARKLES"},
{PARTICLE_HORIZONTAL_STAR, "PARTICLE_HORIZONTAL_STAR"},
{PARTICLE_BUBBLE, "PARTICLE_BUBBLE"},
{PARTICLE_WATER_SPLASH, "PARTICLE_WATER_SPLASH"},
{PARTICLE_IDLE_WATER_WAVE, "PARTICLE_IDLE_WATER_WAVE"},
{PARTICLE_SHALLOW_WATER_WAVE, "PARTICLE_SHALLOW_WATER_WAVE"},
{PARTICLE_PLUNGE_BUBBLE, "PARTICLE_PLUNGE_BUBBLE"},
{PARTICLE_WAVE_TRAIL, "PARTICLE_WAVE_TRAIL"},
{PARTICLE_FIRE, "PARTICLE_FIRE"},
{PARTICLE_SHALLOW_WATER_SPLASH, "PARTICLE_SHALLOW_WATER_SPLASH"},
{PARTICLE_LEAF, "PARTICLE_LEAF"},
{PARTICLE_SNOW, "PARTICLE_SNOW"},
{PARTICLE_DIRT, "PARTICLE_DIRT"},
{PARTICLE_MIST_CIRCLE, "PARTICLE_MIST_CIRCLE"},
{PARTICLE_BREATH, "PARTICLE_BREATH"},
{PARTICLE_TRIANGLE, "PARTICLE_TRIANGLE"},
{PARTICLE_19, "PARTICLE_19"},
};
static const char *GetActionName(uint32_t action)
{
switch (action)
{
case ACT_UNINITIALIZED:
return "ACT_UNINITIALIZED";
// stationary
case ACT_IDLE:
return "ACT_IDLE";
case ACT_START_SLEEPING:
return "ACT_START_SLEEPING";
case ACT_SLEEPING:
return "ACT_SLEEPING";
case ACT_WAKING_UP:
return "ACT_WAKING_UP";
case ACT_PANTING:
return "ACT_PANTING";
case ACT_HOLD_PANTING_UNUSED:
return "ACT_HOLD_PANTING_UNUSED";
case ACT_HOLD_IDLE:
return "ACT_HOLD_IDLE";
case ACT_HOLD_HEAVY_IDLE:
return "ACT_HOLD_HEAVY_IDLE";
case ACT_STANDING_AGAINST_WALL:
return "ACT_STANDING_AGAINST_WALL";
case ACT_COUGHING:
return "ACT_COUGHING";
case ACT_SHIVERING:
return "ACT_SHIVERING";
case ACT_IN_QUICKSAND:
return "ACT_IN_QUICKSAND";
case ACT_UNKNOWN_0002020E:
return "ACT_UNKNOWN_0002020E";
case ACT_CROUCHING:
return "ACT_CROUCHING";
case ACT_START_CROUCHING:
return "ACT_START_CROUCHING";
case ACT_STOP_CROUCHING:
return "ACT_STOP_CROUCHING";
case ACT_START_CRAWLING:
return "ACT_START_CRAWLING";
case ACT_STOP_CRAWLING:
return "ACT_STOP_CRAWLING";
case ACT_SLIDE_KICK_SLIDE_STOP:
return "ACT_SLIDE_KICK_SLIDE_STOP";
case ACT_SHOCKWAVE_BOUNCE:
return "ACT_SHOCKWAVE_BOUNCE";
case ACT_FIRST_PERSON:
return "ACT_FIRST_PERSON";
case ACT_BACKFLIP_LAND_STOP:
return "ACT_BACKFLIP_LAND_STOP";
case ACT_JUMP_LAND_STOP:
return "ACT_JUMP_LAND_STOP";
case ACT_DOUBLE_JUMP_LAND_STOP:
return "ACT_DOUBLE_JUMP_LAND_STOP";
case ACT_FREEFALL_LAND_STOP:
return "ACT_FREEFALL_LAND_STOP";
case ACT_SIDE_FLIP_LAND_STOP:
return "ACT_SIDE_FLIP_LAND_STOP";
case ACT_HOLD_JUMP_LAND_STOP:
return "ACT_HOLD_JUMP_LAND_STOP";
case ACT_HOLD_FREEFALL_LAND_STOP:
return "ACT_HOLD_FREEFALL_LAND_STOP";
case ACT_AIR_THROW_LAND:
return "ACT_AIR_THROW_LAND";
case ACT_TWIRL_LAND:
return "ACT_TWIRL_LAND";
case ACT_LAVA_BOOST_LAND:
return "ACT_LAVA_BOOST_LAND";
case ACT_TRIPLE_JUMP_LAND_STOP:
return "ACT_TRIPLE_JUMP_LAND_STOP";
case ACT_LONG_JUMP_LAND_STOP:
return "ACT_LONG_JUMP_LAND_STOP";
case ACT_GROUND_POUND_LAND:
return "ACT_GROUND_POUND_LAND";
case ACT_BRAKING_STOP:
return "ACT_BRAKING_STOP";
case ACT_BUTT_SLIDE_STOP:
return "ACT_BUTT_SLIDE_STOP";
case ACT_HOLD_BUTT_SLIDE_STOP:
return "ACT_HOLD_BUTT_SLIDE_STOP";
// moving
case ACT_WALKING:
return "ACT_WALKING";
case ACT_HOLD_WALKING:
return "ACT_HOLD_WALKING";
case ACT_TURNING_AROUND:
return "ACT_TURNING_AROUND";
case ACT_FINISH_TURNING_AROUND:
return "ACT_FINISH_TURNING_AROUND";
case ACT_BRAKING:
return "ACT_BRAKING";
case ACT_RIDING_SHELL_GROUND:
return "ACT_RIDING_SHELL_GROUND";
case ACT_HOLD_HEAVY_WALKING:
return "ACT_HOLD_HEAVY_WALKING";
case ACT_CRAWLING:
return "ACT_CRAWLING";
case ACT_BURNING_GROUND:
return "ACT_BURNING_GROUND";
case ACT_DECELERATING:
return "ACT_DECELERATING";
case ACT_HOLD_DECELERATING:
return "ACT_HOLD_DECELERATING";
case ACT_BEGIN_SLIDING:
return "ACT_BEGIN_SLIDING";
case ACT_HOLD_BEGIN_SLIDING:
return "ACT_HOLD_BEGIN_SLIDING";
case ACT_BUTT_SLIDE:
return "ACT_BUTT_SLIDE";
case ACT_STOMACH_SLIDE:
return "ACT_STOMACH_SLIDE";
case ACT_HOLD_BUTT_SLIDE:
return "ACT_HOLD_BUTT_SLIDE";
case ACT_HOLD_STOMACH_SLIDE:
return "ACT_HOLD_STOMACH_SLIDE";
case ACT_DIVE_SLIDE:
return "ACT_DIVE_SLIDE";
case ACT_MOVE_PUNCHING:
return "ACT_MOVE_PUNCHING";
case ACT_CROUCH_SLIDE:
return "ACT_CROUCH_SLIDE";
case ACT_SLIDE_KICK_SLIDE:
return "ACT_SLIDE_KICK_SLIDE";
case ACT_HARD_BACKWARD_GROUND_KB:
return "ACT_HARD_BACKWARD_GROUND_KB";
case ACT_HARD_FORWARD_GROUND_KB:
return "ACT_HARD_FORWARD_GROUND_KB";
case ACT_BACKWARD_GROUND_KB:
return "ACT_BACKWARD_GROUND_KB";
case ACT_FORWARD_GROUND_KB:
return "ACT_FORWARD_GROUND_KB";
case ACT_SOFT_BACKWARD_GROUND_KB:
return "ACT_SOFT_BACKWARD_GROUND_KB";
case ACT_SOFT_FORWARD_GROUND_KB:
return "ACT_SOFT_FORWARD_GROUND_KB";
case ACT_GROUND_BONK:
return "ACT_GROUND_BONK";
case ACT_DEATH_EXIT_LAND:
return "ACT_DEATH_EXIT_LAND";
case ACT_JUMP_LAND:
return "ACT_JUMP_LAND";
case ACT_FREEFALL_LAND:
return "ACT_FREEFALL_LAND";
case ACT_DOUBLE_JUMP_LAND:
return "ACT_DOUBLE_JUMP_LAND";
case ACT_SIDE_FLIP_LAND:
return "ACT_SIDE_FLIP_LAND";
case ACT_HOLD_JUMP_LAND:
return "ACT_HOLD_JUMP_LAND";
case ACT_HOLD_FREEFALL_LAND:
return "ACT_HOLD_FREEFALL_LAND";
case ACT_QUICKSAND_JUMP_LAND:
return "ACT_QUICKSAND_JUMP_LAND";
case ACT_HOLD_QUICKSAND_JUMP_LAND:
return "ACT_HOLD_QUICKSAND_JUMP_LAND";
case ACT_TRIPLE_JUMP_LAND:
return "ACT_TRIPLE_JUMP_LAND";
case ACT_LONG_JUMP_LAND:
return "ACT_LONG_JUMP_LAND";
case ACT_BACKFLIP_LAND:
return "ACT_BACKFLIP_LAND";
// airborne
case ACT_JUMP:
return "ACT_JUMP";
case ACT_DOUBLE_JUMP:
return "ACT_DOUBLE_JUMP";
case ACT_TRIPLE_JUMP:
return "ACT_TRIPLE_JUMP";
case ACT_BACKFLIP:
return "ACT_BACKFLIP";
case ACT_STEEP_JUMP:
return "ACT_STEEP_JUMP";
case ACT_WALL_KICK_AIR:
return "ACT_WALL_KICK_AIR";
case ACT_SIDE_FLIP:
return "ACT_SIDE_FLIP";
case ACT_LONG_JUMP:
return "ACT_LONG_JUMP";
case ACT_WATER_JUMP:
return "ACT_WATER_JUMP";
case ACT_DIVE:
return "ACT_DIVE";
case ACT_FREEFALL:
return "ACT_FREEFALL";
case ACT_TOP_OF_POLE_JUMP:
return "ACT_TOP_OF_POLE_JUMP";
case ACT_BUTT_SLIDE_AIR:
return "ACT_BUTT_SLIDE_AIR";
case ACT_FLYING_TRIPLE_JUMP:
return "ACT_FLYING_TRIPLE_JUMP";
case ACT_SHOT_FROM_CANNON:
return "ACT_SHOT_FROM_CANNON";
case ACT_FLYING:
return "ACT_FLYING";
case ACT_RIDING_SHELL_JUMP:
return "ACT_RIDING_SHELL_JUMP";
case ACT_RIDING_SHELL_FALL:
return "ACT_RIDING_SHELL_FALL";
case ACT_VERTICAL_WIND:
return "ACT_VERTICAL_WIND";
case ACT_HOLD_JUMP:
return "ACT_HOLD_JUMP";
case ACT_HOLD_FREEFALL:
return "ACT_HOLD_FREEFALL";
case ACT_HOLD_BUTT_SLIDE_AIR:
return "ACT_HOLD_BUTT_SLIDE_AIR";
case ACT_HOLD_WATER_JUMP:
return "ACT_HOLD_WATER_JUMP";
case ACT_TWIRLING:
return "ACT_TWIRLING";
case ACT_FORWARD_ROLLOUT:
return "ACT_FORWARD_ROLLOUT";
case ACT_AIR_HIT_WALL:
return "ACT_AIR_HIT_WALL";
case ACT_RIDING_HOOT:
return "ACT_RIDING_HOOT";
case ACT_GROUND_POUND:
return "ACT_GROUND_POUND";
case ACT_SLIDE_KICK:
return "ACT_SLIDE_KICK";
case ACT_AIR_THROW:
return "ACT_AIR_THROW";
case ACT_JUMP_KICK:
return "ACT_JUMP_KICK";
case ACT_BACKWARD_ROLLOUT:
return "ACT_BACKWARD_ROLLOUT";
case ACT_CRAZY_BOX_BOUNCE:
return "ACT_CRAZY_BOX_BOUNCE";
case ACT_SPECIAL_TRIPLE_JUMP:
return "ACT_SPECIAL_TRIPLE_JUMP";
case ACT_BACKWARD_AIR_KB:
return "ACT_BACKWARD_AIR_KB";
case ACT_FORWARD_AIR_KB:
return "ACT_FORWARD_AIR_KB";
case ACT_HARD_FORWARD_AIR_KB:
return "ACT_HARD_FORWARD_AIR_KB";
case ACT_HARD_BACKWARD_AIR_KB:
return "ACT_HARD_BACKWARD_AIR_KB";
case ACT_BURNING_JUMP:
return "ACT_BURNING_JUMP";
case ACT_BURNING_FALL:
return "ACT_BURNING_FALL";
case ACT_SOFT_BONK:
return "ACT_SOFT_BONK";
case ACT_LAVA_BOOST:
return "ACT_LAVA_BOOST";
case ACT_GETTING_BLOWN:
return "ACT_GETTING_BLOWN";
case ACT_THROWN_FORWARD:
return "ACT_THROWN_FORWARD";
case ACT_THROWN_BACKWARD:
return "ACT_THROWN_BACKWARD";
// submerged
case ACT_WATER_IDLE:
return "ACT_WATER_IDLE";
case ACT_HOLD_WATER_IDLE:
return "ACT_HOLD_WATER_IDLE";
case ACT_WATER_ACTION_END:
return "ACT_WATER_ACTION_END";
case ACT_HOLD_WATER_ACTION_END:
return "ACT_HOLD_WATER_ACTION_END";
case ACT_DROWNING:
return "ACT_DROWNING";
case ACT_BACKWARD_WATER_KB:
return "ACT_BACKWARD_WATER_KB";
case ACT_FORWARD_WATER_KB:
return "ACT_FORWARD_WATER_KB";
case ACT_WATER_DEATH:
return "ACT_WATER_DEATH";
case ACT_WATER_SHOCKED:
return "ACT_WATER_SHOCKED";
case ACT_BREASTSTROKE:
return "ACT_BREASTSTROKE";
case ACT_SWIMMING_END:
return "ACT_SWIMMING_END";
case ACT_FLUTTER_KICK:
return "ACT_FLUTTER_KICK";
case ACT_HOLD_BREASTSTROKE:
return "ACT_HOLD_BREASTSTROKE";
case ACT_HOLD_SWIMMING_END:
return "ACT_HOLD_SWIMMING_END";
case ACT_HOLD_FLUTTER_KICK:
return "ACT_HOLD_FLUTTER_KICK";
case ACT_WATER_SHELL_SWIMMING:
return "ACT_WATER_SHELL_SWIMMING";
case ACT_WATER_THROW:
return "ACT_WATER_THROW";
case ACT_WATER_PUNCH:
return "ACT_WATER_PUNCH";
case ACT_WATER_PLUNGE:
return "ACT_WATER_PLUNGE";
case ACT_CAUGHT_IN_WHIRLPOOL:
return "ACT_CAUGHT_IN_WHIRLPOOL";
case ACT_METAL_WATER_STANDING:
return "ACT_METAL_WATER_STANDING";
case ACT_HOLD_METAL_WATER_STANDING:
return "ACT_HOLD_METAL_WATER_STANDING";
case ACT_METAL_WATER_WALKING:
return "ACT_METAL_WATER_WALKING";
case ACT_HOLD_METAL_WATER_WALKING:
return "ACT_HOLD_METAL_WATER_WALKING";
case ACT_METAL_WATER_FALLING:
return "ACT_METAL_WATER_FALLING";
case ACT_HOLD_METAL_WATER_FALLING:
return "ACT_HOLD_METAL_WATER_FALLING";
case ACT_METAL_WATER_FALL_LAND:
return "ACT_METAL_WATER_FALL_LAND";
case ACT_HOLD_METAL_WATER_FALL_LAND:
return "ACT_HOLD_METAL_WATER_FALL_LAND";
case ACT_METAL_WATER_JUMP:
return "ACT_METAL_WATER_JUMP";
case ACT_HOLD_METAL_WATER_JUMP:
return "ACT_HOLD_METAL_WATER_JUMP";
case ACT_METAL_WATER_JUMP_LAND:
return "ACT_METAL_WATER_JUMP_LAND";
case ACT_HOLD_METAL_WATER_JUMP_LAND:
return "ACT_HOLD_METAL_WATER_JUMP_LAND";
// cutscene
case ACT_DISAPPEARED:
return "ACT_DISAPPEARED";
case ACT_INTRO_CUTSCENE:
return "ACT_INTRO_CUTSCENE";
case ACT_STAR_DANCE_EXIT:
return "ACT_STAR_DANCE_EXIT";
case ACT_STAR_DANCE_WATER:
return "ACT_STAR_DANCE_WATER";
case ACT_FALL_AFTER_STAR_GRAB:
return "ACT_FALL_AFTER_STAR_GRAB";
case ACT_READING_AUTOMATIC_DIALOG:
return "ACT_READING_AUTOMATIC_DIALOG";
case ACT_READING_NPC_DIALOG:
return "ACT_READING_NPC_DIALOG";
case ACT_STAR_DANCE_NO_EXIT:
return "ACT_STAR_DANCE_NO_EXIT";
case ACT_READING_SIGN:
return "ACT_READING_SIGN";
case ACT_JUMBO_STAR_CUTSCENE:
return "ACT_JUMBO_STAR_CUTSCENE";
case ACT_WAITING_FOR_DIALOG:
return "ACT_WAITING_FOR_DIALOG";
case ACT_DEBUG_FREE_MOVE:
return "ACT_DEBUG_FREE_MOVE";
case ACT_STANDING_DEATH:
return "ACT_STANDING_DEATH";
case ACT_QUICKSAND_DEATH:
return "ACT_QUICKSAND_DEATH";
case ACT_ELECTROCUTION:
return "ACT_ELECTROCUTION";
case ACT_SUFFOCATION:
return "ACT_SUFFOCATION";
case ACT_DEATH_ON_STOMACH:
return "ACT_DEATH_ON_STOMACH";
case ACT_DEATH_ON_BACK:
return "ACT_DEATH_ON_BACK";
case ACT_EATEN_BY_BUBBA:
return "ACT_EATEN_BY_BUBBA";
case ACT_END_PEACH_CUTSCENE:
return "ACT_END_PEACH_CUTSCENE";
case ACT_CREDITS_CUTSCENE:
return "ACT_CREDITS_CUTSCENE";
case ACT_END_WAVING_CUTSCENE:
return "ACT_END_WAVING_CUTSCENE";
case ACT_PULLING_DOOR:
return "ACT_PULLING_DOOR";
case ACT_PUSHING_DOOR:
return "ACT_PUSHING_DOOR";
case ACT_WARP_DOOR_SPAWN:
return "ACT_WARP_DOOR_SPAWN";
case ACT_EMERGE_FROM_PIPE:
return "ACT_EMERGE_FROM_PIPE";
case ACT_SPAWN_SPIN_AIRBORNE:
return "ACT_SPAWN_SPIN_AIRBORNE";
case ACT_SPAWN_SPIN_LANDING:
return "ACT_SPAWN_SPIN_LANDING";
case ACT_EXIT_AIRBORNE:
return "ACT_EXIT_AIRBORNE";
case ACT_EXIT_LAND_SAVE_DIALOG:
return "ACT_EXIT_LAND_SAVE_DIALOG";
case ACT_DEATH_EXIT:
return "ACT_DEATH_EXIT";
case ACT_UNUSED_DEATH_EXIT:
return "ACT_UNUSED_DEATH_EXIT";
case ACT_FALLING_DEATH_EXIT:
return "ACT_FALLING_DEATH_EXIT";
case ACT_SPECIAL_EXIT_AIRBORNE:
return "ACT_SPECIAL_EXIT_AIRBORNE";
case ACT_SPECIAL_DEATH_EXIT:
return "ACT_SPECIAL_DEATH_EXIT";
case ACT_FALLING_EXIT_AIRBORNE:
return "ACT_FALLING_EXIT_AIRBORNE";
case ACT_UNLOCKING_KEY_DOOR:
return "ACT_UNLOCKING_KEY_DOOR";
case ACT_UNLOCKING_STAR_DOOR:
return "ACT_UNLOCKING_STAR_DOOR";
case ACT_ENTERING_STAR_DOOR:
return "ACT_ENTERING_STAR_DOOR";
case ACT_SPAWN_NO_SPIN_AIRBORNE:
return "ACT_SPAWN_NO_SPIN_AIRBORNE";
case ACT_SPAWN_NO_SPIN_LANDING:
return "ACT_SPAWN_NO_SPIN_LANDING";
case ACT_BBH_ENTER_JUMP:
return "ACT_BBH_ENTER_JUMP";
case ACT_BBH_ENTER_SPIN:
return "ACT_BBH_ENTER_SPIN";
case ACT_TELEPORT_FADE_OUT:
return "ACT_TELEPORT_FADE_OUT";
case ACT_TELEPORT_FADE_IN:
return "ACT_TELEPORT_FADE_IN";
case ACT_SHOCKED:
return "ACT_SHOCKED";
case ACT_SQUISHED:
return "ACT_SQUISHED";
case ACT_HEAD_STUCK_IN_GROUND:
return "ACT_HEAD_STUCK_IN_GROUND";
case ACT_BUTT_STUCK_IN_GROUND:
return "ACT_BUTT_STUCK_IN_GROUND";
case ACT_FEET_STUCK_IN_GROUND:
return "ACT_FEET_STUCK_IN_GROUND";
case ACT_PUTTING_ON_CAP:
return "ACT_PUTTING_ON_CAP";
// automatic
case ACT_HOLDING_POLE:
return "ACT_HOLDING_POLE";
case ACT_GRAB_POLE_SLOW:
return "ACT_GRAB_POLE_SLOW";
case ACT_GRAB_POLE_FAST:
return "ACT_GRAB_POLE_FAST";
case ACT_CLIMBING_POLE:
return "ACT_CLIMBING_POLE";
case ACT_TOP_OF_POLE_TRANSITION:
return "ACT_TOP_OF_POLE_TRANSITION";
case ACT_TOP_OF_POLE:
return "ACT_TOP_OF_POLE";
case ACT_START_HANGING:
return "ACT_START_HANGING";
case ACT_HANGING:
return "ACT_HANGING";
case ACT_HANG_MOVING:
return "ACT_HANG_MOVING";
case ACT_LEDGE_GRAB:
return "ACT_LEDGE_GRAB";
case ACT_LEDGE_CLIMB_SLOW_1:
return "ACT_LEDGE_CLIMB_SLOW_1";
case ACT_LEDGE_CLIMB_SLOW_2:
return "ACT_LEDGE_CLIMB_SLOW_2";
case ACT_LEDGE_CLIMB_DOWN:
return "ACT_LEDGE_CLIMB_DOWN";
case ACT_LEDGE_CLIMB_FAST:
return "ACT_LEDGE_CLIMB_FAST";
case ACT_GRABBED:
return "ACT_GRABBED";
case ACT_IN_CANNON:
return "ACT_IN_CANNON";
case ACT_TORNADO_TWIRLING:
return "ACT_TORNADO_TWIRLING";
// object
case ACT_PUNCHING:
return "ACT_PUNCHING";
case ACT_PICKING_UP:
return "ACT_PICKING_UP";
case ACT_DIVE_PICKING_UP:
return "ACT_DIVE_PICKING_UP";
case ACT_STOMACH_SLIDE_STOP:
return "ACT_STOMACH_SLIDE_STOP";
case ACT_PLACING_DOWN:
return "ACT_PLACING_DOWN";
case ACT_THROWING:
return "ACT_THROWING";
case ACT_HEAVY_THROW:
return "ACT_HEAVY_THROW";
case ACT_PICKING_UP_BOWSER:
return "ACT_PICKING_UP_BOWSER";
case ACT_HOLDING_BOWSER:
return "ACT_HOLDING_BOWSER";
case ACT_RELEASING_BOWSER:
return "ACT_RELEASING_BOWSER";
default:
return "ACT_UNKNOWN";
}
}
static void DrawBitFlags(
const char *label, uint32_t value,
const FlagEntry *table, int count)
{
ImGui::Text("%s: 0x%08X", label, value);
ImGui::Indent();
for (int i = 0; i < count; i++)
{
bool set = (value & table[i].bit) != 0;
ImGui::TextColored(
set
? ImVec4(0.2f, 1.0f, 0.4f, 1.0f)
: ImVec4(0.4f, 0.4f, 0.4f, 1.0f),
"[%c] %s", set ? 'X' : ' ', table[i].name);
}
ImGui::Unindent();
}
static void DrawAnimInfo(const AnimInfo *anim)
{
if (!anim)
{
ImGui::TextDisabled("animInfo: (null)");
return;
}
if (ImGui::TreeNode("animInfo"))
{
ImGui::Text("animID: %d", anim->animID);
ImGui::Text("animYTrans: %d", anim->animYTrans);
ImGui::Text("curAnim: %p", (void *)anim->curAnim);
ImGui::Text("animFrame: %d", anim->animFrame);
ImGui::Text("animTimer: %u", anim->animTimer);
ImGui::Text("animFrameAccelAssist: %d", anim->animFrameAccelAssist);
ImGui::Text("animAccel: %d", anim->animAccel);
ImGui::TreePop();
}
}
static void DrawMarioState(const SM64MarioState *m)
{
ImGui::Begin("Mario State");
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Text("Position: (%.2f, %.2f, %.2f)", m->position[0], m->position[1], m->position[2]);
ImGui::Text("Velocity: (%.2f, %.2f, %.2f)", m->velocity[0], m->velocity[1], m->velocity[2]);
ImGui::Text("Face Angle: %.4f rad (%.1f deg)", m->faceAngle, m->faceAngle * (180.0f / 3.14159265f));
ImGui::Text("Fwd Velocity: %.2f", m->forwardVelocity);
}
if (ImGui::CollapsingHeader("Status", ImGuiTreeNodeFlags_DefaultOpen))
{
int hpSegs = (m->health & 0xFF00) >> 8;
ImGui::Text("Health: 0x%04X (HP segments: %d / 8)", (uint16_t)m->health, hpSegs);
ImGui::ProgressBar(hpSegs / 8.0f, ImVec2(-1, 0));
ImGui::Text("Invinc Timer: %d", m->invincTimer);
}
if (ImGui::CollapsingHeader("Action", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Text("0x%08X (%s)", m->action, GetActionName(m->action));
ImGui::Indent();
// group
switch (m->action & ACT_GROUP_MASK)
{
case ACT_GROUP_STATIONARY:
ImGui::TextDisabled("group: STATIONARY");
break;
case ACT_GROUP_MOVING:
ImGui::TextColored({0.2f, 1.0f, 0.4f, 1.0f}, "group: MOVING");
break;
case ACT_GROUP_AIRBORNE:
ImGui::TextColored({0.2f, 0.8f, 1.0f, 1.0f}, "group: AIRBORNE");
break;
case ACT_GROUP_SUBMERGED:
ImGui::TextColored({0.2f, 0.4f, 1.0f, 1.0f}, "group: SUBMERGED");
break;
case ACT_GROUP_CUTSCENE:
ImGui::TextColored({1.0f, 0.8f, 0.2f, 1.0f}, "group: CUTSCENE");
break;
case ACT_GROUP_AUTOMATIC:
ImGui::TextColored({0.8f, 0.4f, 1.0f, 1.0f}, "group: AUTOMATIC");
break;
case ACT_GROUP_OBJECT:
ImGui::TextColored({1.0f, 0.5f, 0.2f, 1.0f}, "group: OBJECT");
break;
}
// relevant flags
if (m->action & ACT_FLAG_AIR) ImGui::Text("[x] ACT_FLAG_AIR");
if (m->action & ACT_FLAG_SWIMMING) ImGui::Text("[x] ACT_FLAG_SWIMMING");
if (m->action & ACT_FLAG_ATTACKING) ImGui::Text("[x] ACT_FLAG_ATTACKING");
if (m->action & ACT_FLAG_INVULNERABLE) ImGui::Text("[x] ACT_FLAG_INVULNERABLE");
if (m->action & ACT_FLAG_INTANGIBLE) ImGui::Text("[x] ACT_FLAG_INTANGIBLE");
if (m->action & ACT_FLAG_RIDING_SHELL) ImGui::Text("[x] ACT_FLAG_RIDING_SHELL");
if (m->action & ACT_FLAG_ON_POLE) ImGui::Text("[x] ACT_FLAG_ON_POLE");
if (m->action & ACT_FLAG_HANGING) ImGui::Text("[x] ACT_FLAG_HANGING");
if (m->action & ACT_FLAG_DIVING) ImGui::Text("[x] ACT_FLAG_DIVING");
if (m->action & ACT_FLAG_SWIMMING_OR_FLYING)ImGui::Text("[x] ACT_FLAG_SWIMMING_OR_FLYING");
if (m->action & ACT_FLAG_IDLE) ImGui::Text("[x] ACT_FLAG_IDLE");
if (m->action & ACT_FLAG_THROWING) ImGui::Text("[x] ACT_FLAG_THROWING");
ImGui::Unindent();
}
if (ImGui::CollapsingHeader("Flags"))
DrawBitFlags("flags", m->flags, sMarioFlags, (int)(sizeof(sMarioFlags) / sizeof(sMarioFlags[0])));
if (ImGui::CollapsingHeader("Particle Flags"))
DrawBitFlags("particleFlags", m->particleFlags, sParticleFlags, (int)(sizeof(sParticleFlags) / sizeof(sParticleFlags[0])));
if (ImGui::CollapsingHeader("Animation"))
DrawAnimInfo(m->animInfo);
ImGui::End();
}
static SDL_Haptic *gHaptic = nullptr;
static void InitHaptics(SDL_GameController *controller)
{
if (controller == nullptr || gHaptic != nullptr)
{
return;
}
SDL_Joystick *joy = SDL_GameControllerGetJoystick(controller);
if (joy == nullptr)
{
return;
}
gHaptic = SDL_HapticOpenFromJoystick(joy);
if (gHaptic == nullptr)
{
return;
}
if (SDL_HapticRumbleInit(gHaptic) != 0)
{
SDL_HapticClose(gHaptic);
gHaptic = nullptr;
}
}
uint8_t *utils_read_file_alloc(const char *path, size_t *fileLength)
{
FILE *f = fopen(path, "rb");
if (!f) return nullptr;
fseek(f, 0, SEEK_END);
size_t length = (size_t)ftell(f);
rewind(f);
uint8_t *buffer = (uint8_t *)malloc(length + 1);
fread(buffer, 1, length, f);
buffer[length] = 0;
fclose(f);
if (fileLength) *fileLength = length;
return buffer;
}
static float read_axis(int16_t val)
{
float result = (float)val / 32767.0f;
if (result < 0.2f && result > -0.2f)
return 0.0f;
return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
}
float lerp(float a, float b, float amount)
{
return a + (b - a) * amount;
}
static void DebugPrint(const char *message)
{
if (message == nullptr)
{
return;
}
printf("[SM64] %s\n", message);
fflush(stdout);
}
static void Rumble(int32_t marioId, int16_t level, int16_t time)
{
if (gHaptic == nullptr)
{
return;
}
float strength = (float)level;
Uint32 duration = (Uint32)time * 2;
SDL_HapticRumblePlay(gHaptic, strength, duration);
}
#ifdef WINDOWS_BUILD
constexpr float M_PI = 3.14159265358979323846f;
#endif
int main(void)
{
SDL_SetMainReady();
size_t romSize;
uint8_t *rom = utils_read_file_alloc("baserom.us.z64", &romSize);
if (rom == nullptr)
{
printf("\nFailed to read ROM file \"baserom.us.z64\"\n\n");
return 1;
}
uint8_t *texture = (uint8_t *)malloc(4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT);
sm64_global_terminate();
sm64_global_init(rom, texture);
sm64_audio_init(rom);
// sm64_register_debug_print_function(DebugPrint);
sm64_register_rumble_callback_function(Rumble);
sm64_static_surfaces_load(surfaces, surfaces_count);
int32_t marioId = sm64_mario_create(-6558, 0, 6464, true);
int thing = sm64_fake_object_create(-6558.0f, 0.0f, 6200.0f, 1);
sm64_fake_object_set_hitbox(thing, 32.0f, 800.0f * 2, 800);
printf("MarioID: %i\n", marioId);
free(rom);
RenderState renderState;
renderState.mario.index = nullptr;
vec3 cameraPos = {0, 0, 0};
float cameraRot = 0.0f;
struct Renderer *renderer;
int major, minor;
#ifdef GL33_CORE
major = 3; minor = 3;
renderer = &gl33core_renderer;
#else
major = 2;
minor = 0;
renderer = &gl20_renderer;
#endif
context_init("libsm64", 1280, 720, major, minor);
renderer->init(&renderState, texture);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(context_get_window(), context_get_gl_context());
ImGui_ImplOpenGL3_Init("#version 130"); // Use #version 130 for OpenGL 3.0+
struct SM64MarioInputs marioInputs;
struct SM64MarioState marioState;
struct SM64MarioGeometryBuffers marioGeometry;
// interpolation
float lastPos[3], currPos[3];
float lastGeoPos[9 * SM64_GEO_MAX_TRIANGLES], currGeoPos[9 * SM64_GEO_MAX_TRIANGLES];
marioGeometry.position = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
marioGeometry.color = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
marioGeometry.normal = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
marioGeometry.uv = (float *)malloc(sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES);
marioGeometry.numTrianglesUsed = 0;
float tick = 0;
uint32_t lastTicks = SDL_GetTicks();
audio_init();
sm64_play_music(0, 0x03, 0); // from decomp/include/seq_ids.h: SEQ_LEVEL_WATER | SEQ_VARIATION
do
{
// --- ImGui frame setup ---
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// --- Define ImGui content ---
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
ImGui::ShowDemoWindow();
// --- Game logic and input ---
float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
lastTicks = SDL_GetTicks();
tick += dt;
SDL_GameController *controller = context_get_controller();
InitHaptics(controller);
float x_axis, y_axis, x0_axis;
if (!controller) // keyboard
{
const Uint8 *state = SDL_GetKeyboardState(nullptr);
float dir;
float spd = 0;
if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
{
dir = -M_PI * 0.25f;
spd = 1;
}
else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
{
dir = -M_PI * 0.75f;
spd = 1;
}
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
{
dir = M_PI * 0.25f;
spd = 1;
}
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
{
dir = M_PI * 0.75f;
spd = 1;
}
else if (state[SDL_SCANCODE_UP])
{
dir = -M_PI * 0.5f;
spd = 1;
}
else if (state[SDL_SCANCODE_DOWN])
{
dir = M_PI * 0.5f;
spd = 1;
}
else if (state[SDL_SCANCODE_LEFT])
{
dir = M_PI;
spd = 1;
}
else if (state[SDL_SCANCODE_RIGHT])
{
dir = 0;
spd = 1;
}
x_axis = cosf(dir) * spd;
y_axis = sinf(dir) * spd;
x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
marioInputs.buttonA = state[SDL_SCANCODE_X];
marioInputs.buttonB = state[SDL_SCANCODE_C];
marioInputs.buttonZ = state[SDL_SCANCODE_Z];
}
else
{
x_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX));
y_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY));
x0_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX));
marioInputs.buttonA = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_A);
marioInputs.buttonB = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_X);
marioInputs.buttonZ = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
}
cameraRot += x0_axis * dt * 2;
cameraPos[0] = marioState.position[0] + 1000.0f * cosf(cameraRot);
cameraPos[1] = marioState.position[1] + 200.0f;
cameraPos[2] = marioState.position[2] + 1000.0f * sinf(cameraRot);
marioInputs.camLookX = marioState.position[0] - cameraPos[0];
marioInputs.camLookZ = marioState.position[2] - cameraPos[2];
marioInputs.stickX = x_axis;
marioInputs.stickY = y_axis;
while (tick >= 1.f / 30)
{
memcpy(lastPos, currPos, sizeof(currPos));
memcpy(lastGeoPos, currGeoPos, sizeof(currGeoPos));
tick -= 1.f / 30;
sm64_mario_tick(marioId, &marioInputs, &marioState, &marioGeometry);
sm64_fake_object_tick(thing);
memcpy(currPos, marioState.position, sizeof(currPos));
memcpy(currGeoPos, marioGeometry.position, sizeof(currGeoPos));
}
for (int i = 0; i < 3; i++) marioState.position[i] = lerp(lastPos[i], currPos[i], tick / (1.f / 30));
for (int i = 0; i < marioGeometry.numTrianglesUsed * 9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f / 30));
// --- Game Rendering ---
renderer->draw(&renderState, cameraPos, &marioState, &marioGeometry);
DrawMarioState(&marioState);
// --- ImGui Rendering ---
ImGui::Render(); // Prepare draw data
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // Render ImGui draw data
}
while (context_flip_frame_poll_events());
sm64_stop_background_music(sm64_get_current_background_music());
sm64_global_terminate();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
context_terminate();
if (gHaptic != nullptr)
{
SDL_HapticClose(gHaptic);
gHaptic = nullptr;
}
return 0;
}